And say you have a Paladin as well who goes around causing Weaken all the time and the Game Room item (Weapon Rack) that lets you cause Sudden Death with 6 instead of 7 conditions. Quick, let's incorporate it! But if you want that highest possible Senses score with your Rich Kid Ninja, Elf is the way. And your chances of getting hit are as low as programmingly possible because you're gonna have -32 Threat, which is ridiculous. The Mage needs to be the Lab Rat for a couple reasons, so either of the 2 players with 2 in Mind will do here. This skill gives a pretty high passive Threat bonus though, +32 if you commit fully, and there's nothing wrong with that. While I do love the name of this skill, it'll about as useless to you as the Paladin's Armor of Faith, which is kind of the mirror image of this skill. Create free Team Teams. This, so far, is all in keeping with what Gary intended. But there's still some good here, and while his stats are mostly lackluster, he's fun to play and can do things no other class can. "Slightly better item drops" - Increasing party level when calculating item drops, +1 per table level up to +5. This is just so that his attacks add wound on a critical hit. That's up to 560 damage if there's seven unfortunate targets out there. By the end of the game, with better items, than can get up to about 90%. This is quite useful, especially for heavy energy users or Knights. So this one is just, well, absurd. It'll cost next to nothing, the Druid will still have the mojo to maul or vine every turn, and especially in a dragon-type situation when the ward negates a 200 HP hit, this will be invaluable. Reason for choosing Mage, Druid and Thief is synergistic effect of Fireball with Vines and Barrage of Knives. For the record that's the Paladin, Warrior, Barbarian, Monk and Knight. Still, when there's a team that has a player who really needs to use a particular item to make the synergy work, I'll mention that. But most of the time, this is better. If you commit fully to this idea, you can make all your other players low Threat casters and specialists and also give them weak non-Threatening weapons so that after casting this once the Knight's threat is at about 85%, and a second time brings it to 95%. But again, while the damage boost ultimately is just a nice gesture, knowing more about them helps your gameplay if you let it and it's also just fun to know, I think. Similar to its predecessor, this turn-based RPG title comes with retro-style graphics, an odd roster of characters, and tons of immersive quests moderated by a game master. Part of his problem is that, along with the Thief, he's an Initiative specialist. Knights of Pen and Paper 2 - SteamSpy - All the data and stats about If you inflict Burn, Poison or Wound with this, it's at level 1-9 (1 point every 3 levels of the skill). - Level up and get your hands on more gold to unlock epic items and . All rights reserved. After the obligatory resistance roll of course. I don't think so, but I'm not playing your game. "Meh" items are the pretty pointless ones, and largely qualify as such because there is no scaling - like Damage Reduction +2, which is significant for your first 10 levels or so, and pretty meaningless after that - but still it's a bonus. 1. Knights of Pen & Paper 2 Deluxiest Edition Walkthrough overview That and, unlike for weapons, there aren't that many ways to up your spell damage in the game. What makes this decent is that you regain up to 24 energy when this does happen. It's up to you how to split points between this and Smoke Bomb, but this is your single-target-blasting skill. And, by the way, do yourself a favor and buy the Monk's campaign, straight away preferably. Okay, that's terrific - unparalleled, percentage wise. One of the toughest battles in the (pre-dragon) game, actually. It's a little weaker well, sort of. If the condition sticks that's 154 damage for the hit, which is better than any other spell (which this is), but if you do that this is all the Hunter is good for. Open the Google Play Store in the Emulator you just installed. If that were the end of the downsides, this would still qualify as a great skill. While this is a good and effective skill, it's the least useful of his 3 active skills. Vines on their heads, vines squeezing the life out of enemies, and I suspect a heavy dose of the dried vine weed pipe at the end of a hard day battling evil the renewable green way. Why'd you do that to him!? Here is, for once, a concrete reason to care about initiative. At the start, it's scarce, and there are several temptations out of your reach. The Knight's kind of in the middle ground on this one. concentrated in Dragon Blood myself. But you're still better off, in the long run, with the Bowling Set if it's the XP you want. Say you want a Barbarian who, in addition to his Stunning hammer, has each of the four trinkets that give a condition (Rage, Fire, Poison and Wound). If only you could max out 3 skills per class instead of just 2. Max out Smoke Bomb first, then level Shadow Chain so the Ninja can contribute for late-game boss fights. skills (Super Awesome Kick Ass skills). So, this is something fun I did just for the heck of it. You'll end up with the same XP and items, ultimately. This is the only other skill that has resistible damage, the first being the Cleric's books with 3 bolts thing. But still, even so, it's nice to see it in action, it's "free", and putting 3 points in it is doable with just about any build. Let me put it this way: I have never played a game without the Rocker. Barbarian: strong as hell, hard to kill. And lo! Regular, only useless 14.29% useless. Rocker Dwarf Knight - Damage reduction of 30, Second Skin at Max, so he can resist up to 78 Percent of damage. You can hit the back row, and maxed out you're doing 104 damage. This is not by any means necessary as you're not going to be switching your Clutch ones around, probably ever (you built your Team around them, remember), and the bonuses you could be switching to and from are generally minor. But basically, he's good enough to be any character. Good fun. Level Hail of Arrows and Ambush together so the casting cost stays low, and watch her blossom from a grub-like 3 target wiffle-batter to a full battlefield decimator when she finally gets going. The only difference is Smite applies Weakness to almost all enemies and Guiding Strike gives Paladin extra threat. The Arcane Flow will help here as there's no other energy regen in the party, but still you're mostly leveling it to add damage to Lightning. But if there's a Paladin guiding his strikes, a Warrior lunging powerfully, and a Hunter placing his threatening hat in front of him, his Threat is going to be anywhere from 35-45%. Red Wings, Larkin Bid Farewell to an Era after Contract Extension So, if you're gonna want to, well, basically cheat in the gaining Experience experience, do it right at the start of the game. Lab Rat human/elf using full crystal balls and a magic staff for the extra spell damage. Thing is, if you do that, focus on war, you are severely lacking in the juju you need to cast this every turn, much less twice every turn. In practice, either a little superfluous or kind of a waste of a turn. But I did, and it's staying. So the upshot is: mushrooms are a shortcut to level up quick at the beginning, in particular - or rather, only - if you don't want to hang around slaying extra cave bats. I understand why it seemed necessary to you to replace my ratings, and I'll get into that error next, but my real gripe is that you replaced my rating system with yours but left my description of my rating system intact. Anger Management is the key here, bringing his, well, just about everything up by massive amounts. Lot 1174: Estimate: 60/90. At the very end of the game with both skills maxed (compared to the Thief who gets to those numbers with one skill maxed halfway through the game assuming he has help from his team). By his pen and voice, by his visits to state governors and to commercial bodies in the principal cities of the West and South, and by attending meetings of state agricultural societies, he marshaled a corps of auxiliaries that made the way easy for the generous appro priations which resulted in the deepening of the channel of the Savannah river . He does have a damage skill, which is a mixed bag, but there's basically one (right) way to play this guy, which is the only reason I ever don't bring him ('cause I have ADD, OCD, and a short attention span and I like some flippin' variety, dangit). Which makes it valuable through the game. He's the most skilled warrior of the bunch, with some skills that, if used correctly, make him burningly impressive. But it reduces your Threat to zero, so you're unlikely to get hit again. But they will sure as Ra's solar bathrobe look cool doing their inefficient thing. The following is the recommended Game Room item selection with Weapon Rack, Kawaii Sofa and Arcade a must have to maximize sudden death. Most likely, that is, unless you skip the next skill and its perk, going for a non-threatening warrior. Alright, so with all the classes and their skills covered, and the details of the Game Room that can (and usually do) have a profound affect on your party dynamics, and a better understanding of the types of damage, we can get into actually putting 5 of these weirdos together and seeing what they can do. Kind of like the Druid, the Psion has some truly original skills that look and act cool, but they are ultimately less impressive in practice than in theory. "Enemies take 20% extra damage from skills they are vulnerable to per arcade level" - Going to +100% or basically dealing 300% damage with specific skills against specific monsters, a 50% increase in efficiency is not bad at all and can easily be used in some specific battles where you have difficulties. The devs did us the favor of letting us have him even if we don't get past the Great Paywall. Thing is, both Fireball and Lightning are perfectly serviceable even against single targets, so if you're looking to be hyper efficient you'll likely invest in one of those and your boosting skill. Weakness my friend. So, just to give the Warrior and Barbarian an official edge, this does the same damage as the Paladin's Guiding Strike (308% weapon damage). Make this the heart of your Monk's tactics though, and you'll think the enemy forgot their spiked clubs at home and brought over-cooked spaghetti instead. The most recent departures are Bertuzzi, who made his Red Wings debut during the 2016-17 season, and Hronek, who made his debut during the 2018-19 season. That said, most classes have a single target high damage attack, a group target lower damage attack, and then other stuff (that makes them unique). I'm not sure, but I'm putting it down to the mysterious antipathy the programmers clearly have for this guy. If you should go off and do other stuff and come back to this same quest at level 20, you'll still get the same half a level's worth of XP, but now that translates to (totally approximately guessing but you get the point) 10'000XP. So this is a mid-range attack that hits for 204% damage at its best. Muy significativo, this is. Inflicting conditions on criticals, added threat or range or whatnot. could only upgrade hurricane 2-5 points and put all in static field if u have . Control the dead? (This might have you wondering, at this point, about how many resistance rolls your average condition gets in the game, and that it might be unfair, and I'll get in to that later.). For just one target. Okay, so two things. This game - is awesome! This team has 3 casters and 1 specialist with a caster-like build, so Mind points will be in short supply, and potions will abound. Seriously, decades of ultimate obedience and then his son shows up for, like, a day, and poof - he turns to mush. I've never played pen-and-paper games like Dungeons & Dragons. And shrugging off 1 condition per turn is pretty good, although sometimes a little superfluous. You really ought to read that if you haven't. And if Sudden Death tickles your fancy, this skill won't help (just like Touch of Blight doesn't), as inflicting random conditions is pretty frustrating to have to try to work around. So many choices! Some synergies are obvious, like A requires B (Barrage of Knives requires Fireball or Smite to spread the conditions). To be honest, I'm not sure exactly what this means, but the following is what I'm assuming it means: So if the Barbarian gets hit for 32 damage or more, he'll block 16 points of damage. So if you're going for the giant-silverback-gorilla-stomping-through-the-jungle look, pair with Power Lunge and enjoy the agro. "Charms become available as item drops" - This is pretty huge, although clearly not clutch. This is all great, but starts looking even better combined with the Thief's Barrage of Knives, or a group that lays on the conditions so you're getting a Sudden Death once every battle or two. Sounds pretty good, but in fact it's spectacular. Assemble your party and control your group of pen and paper role-players as they are guided through their adventures by the Game Master. Now, if you build your team around a Tank with 4 very low Threat companions, the difference the Kawaii Sofa makes is around 10% increased Threat Percentage for the tank. Keeping up with the Psion's super cool image, this skill is verifiably super cool. You're plenty tough enough anyway, and you need your points for the 3 (or 2) other skills. The ability to harness the power of Chi and blow down small straw houses in one blow? What's the point? Otherwise, it's up to you, but for my money I'd put my points in the other skills. Fireball is, well, what mages are all about. I wanna say thorns, but it looks a little more like ivy. Combined with Ambush, in a perfect situation, you're doing 616 damage. Players each have a passive ability and a boost to one or more of each of the 3 attributes (Body, Senses, and Mind). A minor problem is that the target is random, so not much strategy there. "Anything affecting adjacent enemies can affects all enemies (50%/100% probability)" - Some of the group attack skills in this game don't need this, like the row damaging ones and Life Steal and Hail of Arrows, but most of them (and all the best ones) do. Pair this with Ambush though and you'll have 126 damage per hit with that 28 stacking condition. Her other skills are pretty fun and useful as well, but don't expect her to be the critical monster you can create with the Ninja and Barbarian. Max out either Smite or Guiding Strike first. How is that badass? So even if, absolute worst case scenario, that Dragon kills your injured Barbarian as he's scurrying away with his axe between his legs, a few gold brings him back and a little rest gets him back to normal. Which is super groovy and more than you'll ever need, seeing as your only active attack skill is Na Palm. Note from the author: Hello other user, thank you for adding to this guide. Not impossible though, and it's fun to set yourself this challenge throughout the game. MAGE , Lab Rat, Human (all into chain lightning) THIEF, cheerleader, human (1 into stealth for cheerleader combo then all into fan of knives for ninja stun lock combo) CLERIC, surfer, human . The most obvious and worst of which being that this is, as mentioned, resistible. Unlike the damage reduction, which is huge at level 1, pretty nice at level 8, and hardly noticeable at level 20 and beyond. Top Stories FanSided 14 hours NFL Rumors: Lamar Jackson preferred team, Cowboys losing free agent and Jaguars big cut The Big Lead 1 week Austin Cook Forced to Take Off Shirt, Card a Triple-Bogey . More useful than you might think. But anything I cover later on that requires a little basic explanation will have it. He's the one you bring along to keep everyone healthy and peppy enough to keep slugging away for hours on end. But let's say 750 each turn. The Pocket Watch (Confusion) and Hatchet (Weakness) combination also gives the Ninja about 35% chance of sudden death within the 3 hits of Shadow Chain. Meaning your fighters (and certain specialist builds) are going to get better faster compared to their peers. To be competitive by the higher levels in this game, you really need your skills to be maxed out, and this means each class is always better off focusing on just two skills. This item has been removed from the community because it violates Steam Community & Content Guidelines. And the Goth is lame. If the Confuse is resisted (against a -9 Mind roll like, for example, every time you use this on a Boss), Rage is automatically inflicted instead. Once again, like the Thief, but worse. You just can't find good evil help these days. Do note that your Threat will never get below 1, unless you Take Cover. Which, if your Psion is also an expert in Psychosomatics, brings you up to a grand magnificent total of 784 damage which is exactly as glorious as the Thief's Barrage of Knives skill (if conditions abound) and so on par with the maximum group damage this game can let you deliver. Thing is, you'll be using Barrage of Knives pretty much exclusively. Release Date. The MP boost is a better bonus because max energy levels are lower overall, but again at high levels makes little impact. At that point I came back and switched this on (and used the unique item that helps with this), and found the Dragon soon enough. How to Download and Play Knights of Pen and Paper 3 on PC. 0. Don't let the 20 extra MP fool you, this is your specialist class. A Weapon Rack - which is, unlike a Rug, an acceptably cool item to build your team around. One place where he shines though is with the Barbarian, for a specific build, as it removes the Rage he generates each time you attack with his skill, meaning you can use the skill every turn. It's just a question of either/or, and each build is pretty awesome. This is the hat trick skill. And here especially, as once the battle's over you're going to need that phoenix feather anyway. But in practice, a little hard to make it work. And while you could protect your Monk from time to time, largely this is best used on your 4 weaklings this team is made up of, often actually getting the healing in every turn that goes by without them getting a hit. Espaol - Latinoamrica (Spanish - Latin America). "Damage +5% per level" - up to +25%. Seriously great. There's no analog to the Damage and Threat boosts, though. So, depending on the situation, this can be pretty devastating. So what's he got? And just because they aren't efficient doesn't mean they can't be effective, and every once in a while all the stars will align and they will lay waste to their pitiful foes in the (you guessed it) coolest way possible. A Warlock, say, really gets the shellacked end of the stick here, as the best bonus he can hope for is +14 spell damage. Black Arts (Passive) - good (SAKA for Sudden Death), Vanish (Sort of but not really Passive) - good/SAKA. There's nothing else like it in the game. Except of course if you use his next skill as a 1 point concept, as I've been teasing you with. But that's just for the Mage with Lightning. It's why she's so macabre all the time. All you care about is initiative so just equip moccasins/Green Icosahedron as nothing effects Hail damage. Something to consider. If you have a Lightning Mage that bonus is upped to +184 damage if there are 4 enemies to soak up the damage, and there you've really got a good thing going. You need to know what condition you're inflicting so you can line them all up - this skill is almost worse than nothing in that respect. Complete. Second part is: kill a whole bunch of stuff as soon as you encounter it. This means you can use a Paladin spamming Weakness or a Knight or Barbarian (or Thief maybe) complimenting those 5 with their own Stun critical. (The Barbarian, in theory, can kill anything in the game in one turn with one sequence of critical hits.) Another user - will update and re-evaluate the usefulness of furniture and give some information. Max this out and you're healing 80 HP for everyone, every turn. But that ability, that beautiful ability, which lets him ignore the armor penalties on your energy. How this becomes a good thing is when you have a low Initiative player as your Condition delivery system who goes last or close to last out of everyone (including the enemy), thus setting up the whole field with Weakness (that would only get the initial resistance roll here) or Fire (that will get no resistance roll at all) for the next turn, when the Thief will strike first and lay waste to your hapless enemies. With this skill maxed and two turns of using it, your Knight will have around 200-300 Threat (hilarious, right?). Unless of course it's a Large or X-Large beast, who still need 28 (or 14) kills, which can then get pretty tedious as you can't fit too many on the field at once - nor can you necessarily handle 3 XL beasts at once, depending. This can be thanks to a small host of pretty bad drawbacks. Or is he just the most proficient pugilist ever to walk the earth? And this almost all the time. But if efficiency is what you're going for - I know it's what I'm going for - then I have some recommendations for each player. There are many builds to get there but if you level up this and Acrobatics in kind of any variation, your Monk will likely never fall to the enemy's wrath. For more than like 5 side quests. At level 40, that's about 40 x 32 (1280) more potential HP. But True Strike needs Bulwark to have that Critical/Threat swap mean anything, and the damage here is unspectacular as is the healing. And here's the A-grade primo version of the Ninja, with a similar approach. Conditions and Criticals are not the primary focus here, nor is tweaking the whole thing to get maximum possible carnage; just good solid steady damage and regenerating, ensuring you'll get through everything even if it takes a few more turns than other more offensive teams: Your classic basic fighter, with a skill for bosses, and a skill for groups. And that "1 point ward" build is, of course, the best combo here, but unlike with the bear situation it doesn't make up for a weakness (the lack of bear toughness), so even though this skill is best used with that build, it doesn't change the value (or rating) of Grappling Vines. This is, damage-wise, the same as the Mage's Lightning at 104 damage max. If you max this skill you'll have a respectable Critical chance, but the Ninja, Barbarian and Knight are all better at it, and her other skills are definitely worth investing in. After a resist roll, of course, which is the only reason this skill isn't profoundly godlike. Where the Paladin and the Warlock have failed, the Knight triumphs. The Game Room, which is the place where all this role playing is actually happening, is full of various pieces of furniture and games and decorations and whatnot, and they're actually a crucial part of your strategy. Burn stacks, so that's always nice, and combined with the Monk's Acrobatics it gives another chance to avoid any damage from a monster that's on fire. So unless you want a small bonus to Initiative or Critical, just leave the Arcade choice set here. The low damage is frustrating at low levels (starts at 54%), as yeah you'll hit the whole row but not very gloriously. Which is not so great until you level up this skill. But still, despite these minor flaws, hitting the enemy for a max of 392 total damage is nothing to laugh at. This will all of course be a little anti-climactic because, really, once you've dispatched the heinous Blue Dragon at the end of that miserable Crystal Cave, not even the White Dragon is much of a challenge. I don't know what it is, but Druids just have this thing with vines. There's no real tactical benefit here, it just mitigates the least enjoyable aspect of traveling around Paperos. Sudden Death, for example, is simply not going to happen without weapon Criticals. But Wound that Caveman a couple times and he will literally bleed out. Knights of Pen and Paper 2, called Knights of Pen and Paper II on the Start Screen, is a sequel to the game Knights of Pen and Paper, the second entry in the Of Pen and Paper published by Paradox Interactive. Knights . Also, often your weakest players, who are normally protected by their low Threat, get that hit that was intended for your Barbarian. While the next two passive skills are good, you could skip them easily and just focus on this one. Or level Backstab so your basic attack on new enemies will actually be pretty good and your high Initiative will have you going first most of the time. Remember that Thief's Grappling Hook thing, that I thought was so cool it was worthy of a personal note that it was great just for me? You're going to want him for the next two skills. Knights of Pen & Paper - Wikipedia Knights of Pen & Paper 2 Deluxiest Edition Party Setup. I mean, you are - in fact when you unlock this class you're fighting what looks exactly like Ahhnold's Conan, plus some Terminator shades. The Knight has changed that, and while I'm very impressed with him for that, I'm a little miffed he's dethroned the Ninja here. Both the Warlock and Mage max out at 136 in the single damage category, and they all inflict Conditions in their own way so, really, I don't get it. Between the two of them and any other Condition inflicting skills your party has (including the Monk's flaming fist), and with the crazy high Threat, your Monk will get most of the hits and not feel a thing. One tactical element that needs to be mentioned here is that as your team hacks away at the edges of the front row, you'll gain access to the edges of the back row. So i have hopefully fixed the rating back to the original Authors system. I'd say he's got the highest replay value - I've never leveled him the same way twice. I'm not that obsessed with this game.). Gets points just for that. The point (or two) in Senses then is the main reason to go elf (unless you just want your Mage to feel good about himself for the first few levels).
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